class DamTypeThermoBeam extends WeaponDamageType
	abstract;

#exec obj load file=H_E_L_Ltx.utx
#exec obj load file=GeneralAmbience.uax

Var Config Float SkeleTime;
Var Config Bool SkeleStay;

replication
{
    reliable if (Role == ROLE_Authority)
	DrawDeathEffect;
}

static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail )
{
	DrawDeathEffect(Victim);
	return none;
}

static function DrawDeathEffect(Pawn Victim)
{
//	Local LavaDeath LD;

	Class'LavaDeath'.Default.bGameRelevant = True; //So flames appear.
	Class'LavaDeath'.Default.bHighDetail = False;


	if(Victim.Health>50)
          {
	    Victim.spawn(class'HitSmoke', , , Victim.Location + vect(0, 0, 10), Victim.Rotation);
	    Victim.PlaySound(sound'GeneralAmbience.steamfx4', SLOT_None, 1.5*Victim.TransientSoundVolume);
	  }

	if(Victim.Health<=50)
          {
            Victim.spawn(class'RocketSmokeRing', , , Victim.Location + vect(0, 0, 10), Victim.Rotation);
	    Victim.PlaySound(sound'GeneralAmbience.steamfx4', SLOT_None, 1.5*Victim.TransientSoundVolume);
	  }


	if(Victim.Health<=0)
          {
	    Victim.spawn(class'LavaDeath', , , Victim.Location + vect(0, 0, 10), Victim.Rotation); //.SetBase(Victim);
	    Victim.PlaySound(sound'WeaponSounds.BExplosion5', SLOT_None, 1.5*Victim.TransientSoundVolume);
	    Victim.SetTimer(0, False);
	  }
}

defaultproperties
{
     WeaponClass=Class'Taskforces.TFThermoProj'
     DeathString="%o was fried by %k's Thermal Projector."
     FemaleSuicide="%o fried her foot."
     MaleSuicide="%o fried his foot."
     bSkeletize=True
     DamageOverlayMaterial=Combiner'H_E_L_Ltx.Shaders.cp_lava1combine1_epic'
     DamageOverlayTime=5.000000
     VehicleMomentumScaling=0.100000
}
